JustAnotherNewbie
JustAnotherNewbie
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@Aven_Fallen said:
Yesterday I got tunneled in 1 out of X games. By a Streamer with almost 14k hours. I guess this poor inexperienced Killer had no other choice than tunneling the first hook he got.
However, this would have been fine - but I dont know how many games I played yesterday, but I survived none (not always because of the Killer, one time because of a Meg who opened an Exit Gate to 70% instead of 99% and went into another Corner of the Map to Self Care...You know, you need to tunnel when you face Survivors like this, impossible to win) and in EVERY game at least one Survivor was camped or tunneled. Despite multiple BPS or Cakes from the Survivors.
I had a game two days ago on dead Dawg Saloon where two of my teammates had Self-Care. Me and David did most gens I think and we ended up dying. I feel them not self-caring every time they got injured could have saved us some time if they were instead working on gens. It was just bad luck to have both of them with self-care.
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I don't know Puppers either, only from the charm and some youtube videos I've heard about him and his role in the DBD community. I did check on him at some point, and it was a very weird experience how a person can change in 3 years from such an illness. Even if I did not know it is indeed devastating as a poster above me said.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439096#Comment_3439096
What is the theory on how your MMR affects the BP bonus? If you have higher MMR you’re more likely for it to be on killer or survivor?
I dunno exactly how it works, I think it depends on what they need more? For example if you're low MMR, maybe more survivors are needed, than in mid MMR. I have upwards of 400 hours by now over my boyfriend's playtime, and he probably has less than 100, maybe even 50. It's to be expected that I am somewhat better than him at this point. My level of killer is pretty low though because I've only played killer a handful of times. It's probably expected than when compared my low MMR for killer might be more needed than low-average MMR on survivor. Maybe low MMR players (new players in general) are less numerous than players in the middle range. I would assume than people who have been playing for a while make up the bulk of the game playerbase on a daily basis.
In many other games, such as fighting games, not being a wildly popular game does mean that the newcomers are vastly outnumbers by people who have been playing for a while, and that's why you also see weird matchmaking in those games, placing a newbie with someone who has at least 500 hours.
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It's just nostalgia. The first few months of any game you start playing are always more memorable and exciting because you're still discovering the game. It's how I feel about League of Legends. I have great memories from 2011 when I started playing, that the game atm just can't compare. That experience can not be replicated and it's pure subjectiveness in my opinion.
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While I agree that the game should have a lot more variety of game play styles and certain playstyles will still be around, it's just that their extreme forms are not welcome (facecamping is out, proxy camping is still in, tunnel off the hook is out with BT, but you can still tunnel effectively cause anti-tunnel perks have been nerfed, you can still slug without much consequence atm).
Generally by keeping the extreme form of certain strategies, makes the game uninteractive, probably an unpopular opinion but it makes no sense for the game to have the survivors unable to get up themselves after some amount of time. And I mean logically. Ok survivors can't get up for they have the strength to unhook themselves AND afterwards run around after they've taken a hook close to their heart. For the survivor gameplay all those downtime periods that can occur make the game dull, and like I said don't make sense. I can understand that maybe for the killer those strategies can be a breather and I'm not saying killer should be stressful 24/7. It's just that BHVR has to find a way to accomodate both. Less downtime for survivors (being on the hook is downtime, being slugged is downt-time), that's why there are many survivors who seem addicted to chases, and less stress for the killers at certain points in game. Perhaps that game would have to change significantly to make some progress on both of those goals.
And let's not forget that due to the nature of those roles, it's bound to cause different feelings. Killer is stressful because people who want to win feel they have to prove themselves and juggle a lot of things at the same time, this of course isn't unheard of in other games as well where people have roles with big agency. Some roles are stressful by their very nature. Survivors can "win" individually and maybe that's why they are not as stressed, because they believe they can get hatch or something even if their whole team died.
Now make it so survivors only win if they get 3 out, survivor will suddenly become a lot more stressful because they'll have to manage their teammates as well too, more that they already do. And unlike killer they have reduced agency because they're playing with other people and the frustration will grow. Survivors doing good things for the team usually contribute like 25% on average I would say, but a survivor making a bad decision alone can contribute up to 50% to a loss.
If I were to compare survivor and killer to lol roles, as far as agency goes and how people on average play them and why I'd say, killer has the same multi-tasking as jungler. Flashy killers like Huntress, Whesker etc. could be personified by the midlane player who loves playing skill intensive champions and snowballing by ganking botlane etc. Survivors addicted to the chase could be top lane wanting to 1v1 all the time. They could be a lot more team oriented but they like to duel more, which may not always be good for the team. Support is the teammate who unhooks you and heals you, sometimes even giving their life for you. They are usually not that good at looping but they enjoy being helpful and don't want to stress a lot, so they never learn how to do it. ADC is the guy who stays on gens whatever happens because it'll lead him to end game/escaping (ADC have the least agency and have to rely mostly on the team while they farm and get stronger).
So yeah certain roles in other games can be stressful, less stressful depending on their impact, even if everyone is essentially playing the same game on the same map.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438555#Comment_3438555
Yup, capitalizing on the healing nerfs. Lol. Killers will tell you they’re no big deal and yet everybody and their mother is running Sloppy Butcher and/or some sort of add-ons that affect healing now.
Probably over half my matches feature Sloppy Butcher, maybe I should keep track of my next 50-100 matches or so, would be interesting.
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436458#Comment_3436458
Riddle me this. Why is the bloodpoint bonus for match balance almost always on survivor? The answer is there is a greater need for players in the survivor role than there are in killer. Playing as a survivor is a miserable experience. I'm shocked anyone likes it.
To be honest, for me the incentive in mostly on Killer. Which changes depending on time of day, region you play and your hidden MMR. When I play with my bf, because he plays very very rarely he usually has 100% bonus on survivor, but if I were to play alone at the same time, I wouldn't have any.
So it's a bit difficult to come to a conclusion of what's really happening though incentives only.
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@RoastedGarlic said:
All this topic has made me realize is.
I want a new game mode where the survivor objective is to survive. Instead of doing gens the gates are locked until the time ticks down. once the time limit is reached the gates are powered and the end game collapse is triggered.
Killers role is still the same.
This entirely eliminates the boring hold m1 sim survivors hate ( no one likes doing gens lets be real) and it eliminates gen rushing. Games will now have an actual max time limit.
What will stop your team from letting you die and not hide until the timer goes down? There's no incentive to play as a team, it'll be everyone for themselves. Having to do gens and power gates turns the game into a team experience.
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@[Deleted User] said:
How does Boil over create dead zones?
He probably means that certain areas of the map become unhookable due to Boil Over.
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@crogers271 said:
If I get the OP idea, it's not really the value of the hexes themselves (though that's a bonus), but the slowdown they provide by making survivors cleanse them vs being on gens.
I don't think it's a bad idea, but going full hex seems excessive. I notice when I run plaything the time to cleanse those totems slows down survivors quite a bit.
I mean, since gen regression is last season, maybe the new slowdown meta is hexes. Plus some of them can really snowball the game like blood favor, I know I get caught off guard by it. Same with Devour Hope, which can put a lot of pressure on survivors to find.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438337#Comment_3438337
So in order to have a hex I need a hex build
Yeah, people didn't just bring one regression when regression was strong. They brought at least 2, most often 3. Did they need to have a perk who does as much as 3 perks do in one single perk slot?
Hexes affect the whole team passively. Ofc it's high risk high reward on its own. If you want to mitigate some of its risk you'd have to built around it somewhat. Passively it also offers slowdown because with certain dangerous hexes survivors have to temporarily change objectives (look for hexes).
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438476#Comment_3438476
no I never used those perks I do use many survivor builds and I do fine in solo.
btw if I chased each survivor for 2 min I'm sure I lose.
You would in this state of the game, but when killers ask for survivors to chill and interact that means survivors chasing the killer, with flashlights. Ain't no way survivors are winning this game.
It's not that hard to understand, if survivors play around wanting to be chased and stuff, they cannot come back from it. A killer having no deaths by EGC can come back and end up with 3k-4k. The second scenario is more common than the first.
Right now killer has comeback potential at all stages of the game, survivors don't. Once they lose 2 people they can only tie or lose.
You do fine in solo, how about your team? Do you get out 3 of you as consistently as you do fine or do you refer to you individually. Cause you escaping and everyone else dying isn't a win for your team. Killer won that game.
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I see Myers bring Lery's offering a lot. Actually everytime I see killer offering is an indoor map I know it's probably a stealth killer.
What is the reasoning for putting Dead Dawg Saloon in worst? Considering it's one of the smallest maps, I was under the impression it was quite a strong killer map in general.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438512#Comment_3438512
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438535#Comment_3438535
I love playing Dredge and bringing survivors to Midwich. Lol. It’s good times, especially with Devour Hope & Sloppy.
That's pretty evil. I see Sloppy has become almost a core perk for killers now (I see it all the time).
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@DEMONANCE said:
of all the points listed here only two or three are worth considering.
like complaining about saves, blast mine and head on is absurd and I can't take someone who complains about those seriously.
Might as well remove insta downs from perks and killer add/ons if we remove flashlight saves. It's not fair to eat two health states with one attack.
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@toxik_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/376929/didnt-smash-hit-use-to-work-with-any-stun
U were unfortunately dreaming butttt, you just came up with a great buff idea. Make a new post in feedback and suggestions telling the devs to buff smash hit so it works with any stun
I actually did make a thread already 👍️
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@Nebula said:
Playing against nightfall on an actual TV is the equivalent to the old The Game bottom floor a couple years ago. It’s irritatingly dark especially on indoor maps like Midwich. If you don’t have windows or bond it’s kind of wraps. The screaming is super grating too.
I think it’s a super cool idea as a concept though.
Indoor maps with Nightfall are a nightmare to play.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438238#Comment_3438238
https://steamcharts.com/app/381210
29.9k average players right now, which is the lowest recorded in the last 3 years
Is it enough players for good matchmaking? I don't think so. What matters for OP is the number of players of their skill level, not the number of DBD players total. But, these ~30k players have been basically playing at all times for the last 3 years, regardless of balance changes and events, so they are unlikely to be casual players.
As a result, DBD players most likely find matches quickly, but these matches feel way harder - on both sides - than say, in June.
Steam isn't the only platform this game is on. There's also Epic Games (where I play) and console. So the numbers are definitely higher.
Let's not forget that 3 years ago, people were forced to stay at home cause of the pandemic, so number of players/subscribers got inflated. Every online service has bled subscribers after people returned to pre-pandemic lifestyles.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438505#Comment_3438505
Now we're talking! I tried Overzealous for a while and found that I didn't get much value out of it. But if hex builds ever became meta it's nice to have it there as insurance.
It still works on dull totems though. It got buffed recently.
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@brokedownpalace said:
If they do I'll just bring Counterforce.
Yeah, I mean, it could also synergize with Haddie's perk that gives gen speed.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436698#Comment_3436698
yea all I'm facing are solo why every 6 matches I get 1k or 0k and get 4k after those 6 matches back to the try hard solo survivors/
again if survivors like chases so much why you get gens done under 6 mins,6 mins or even 12 min if it good game not enough time chase every survivor get 12 hooks before all gens are done.
so survivors wanting chases is bull they just want an easier game more so then they already have.
I play play both side and yes survivor is the more easy kick back role even in solo which is the only way I play.
yes as survivor some time I wont make it out but survivor are not meant to make it out every match.
Because if you chase everyone for 2 mins each, you can win. They can't. There are no more pallets left. How will they do their gens? You just made the whole map a deadzone. Maybe if pallets respawned then survivors wouldn't fall off after 1 is dead and the map is used up. Then you'd get more chill games as killer.
Of course killers chill when playing survivor, you just forgot to tell us that you don't care about winning as much when playing survivors as you do as killer. Or are you gonna tell me now you run Solo survivor, Left behind and Low profile?
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@Spare_Them_Mori_Me said:
Id pass on ruin. Its just not good enough anymore. Just me though!
Pentimento is very strong, but Ive found it really needs survivors to cleanse first. Plaything is that key for myself and my Trapper. In fact, its staple in all my killer builds generally lol.
Are you asking for builds or just general thoughts on hexes?
General thoughts. I've just noticed more people running Pentimento. Some might have been running it with Plaything, I did have a Trapper game who was running full hex buuld in an indoor map I believe. It made the game rather difficult.
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@Spare_Them_Mori_Me said:
Pentimento doesnt bring anything back. The relit totem has its own effects.
You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.
For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:
- 1 Totem: reduces all Survivors' Repair speed by 20/25/30 %.
- 2 Totems: reduces all Survivors' Healing speed by 20/25/30 %.
- 3 Totems: reduces all Survivors' Recovery speed from being downed by 20/25/30 %.
- 4 Totems: reduces all Survivors' Exit Gate Opening speed by 20/25/30 %.
- 5 Totems: all Totems are permanently blocked by The Entity
Unless Im misunderstanding you
I think I mistook it with Undying. It still slows down the game though because you have to go cleanse the totem. 30% reduced repair speed is a lot. That's like. And it probably has decent synergy with the reduce self-healing nerf that is live atm.
Some also bring Ruin with it.
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@Halloulle said:
The thing with a "carrot approach" is that it often doesn't actually address the underlying issue.
Stating that "killers camp/tunnel because they have to" and using that as a premise to carrot away camping and tunneling ignores two big factors: first, there are people who want to camp and tunnel. The only thing that stops them from camping/tunneling is it being mechanically impossible. Second, what constitutes "have to"? It's subjective and not measurable. There are so many things that make some killer go "well, I guess I have to camp and tunnel then" while others just shrug and don't give a damn about it. (The same is also true for the BNP-strong-TB genrushing on surv side, btw). Again, making it mechanically impossible to employ certain strategies past a certain limit is the only option. --- The crux of the matter being the "certain point".
As for long chases: Killer already got a carrot. It's bloodlust. - Personally I wouldn't object to bloodlust not being dropped as fast as it is now / completely resetting right away.But before bloodlust is addressed I suppose maps as well as hook and gen spawns need to be addressed.
There are literally perks for preventing a killer to hook and achievements linked to it. It is an intended mechanic. Down =/= hookstage. - There are some combinations that make it obnoxious, I agree. But those are usually only obnoxious on certain maps and/or with certain hook rng. Which means maps/hookspawns need looking at...? Similar for a killer running out of hooks.
The way I am understanding is that killers just want to have the freedom to choose if they'll camp/tunnel this game or not. Of course this raises question on if they deserve all that power, and if that power will be removed from survivors who might have to play in a more restrictive way to acomodate that.
It's probably not possible to dis-incentivize killers camping/tunneling now that they've learned of its effectiveness, even if you give BBQ and Chili a 200% bonus to BP. People who care about BP already try to get more hooks because the game lasting longer is a better guarantee of BP than tunneling/camping someone and getting 4k for it.
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@Sava18 said:
People are far too black and white when it comes to dbd. A Clown main may feel the need to tunnel in order to secure a 2k vs worse opponents even though the player behind the clown could be consider a great killer in terms of base killer mind games and macro gameplay.
unfortunately for both sides majority of killers are not too skill expressive for either side. It doesn't matter how well you play for both sides when the killer in question doesn't have the capability or skill expression to act on their knowledge. Survivors looping a c tier killer for at least a minute(at least at the start of the match) should be expected.
These killers are in limbo balance wise because they really aren't great, but they can't be meaningfully buffed due to the nature of their kit and how awful it would be to face an A tier version of: Clown, Trickster, Doctor and quite a few others.
The Biggest problem with the community(not the game) is that killer players want to knowingly play bad killers and survivor players want to go against a chase oriented killer who will neither walk over them or get walked over by the survivors themselves. The aforementioned survivor players don't realize that its just far too easy to loop the basic chase killers on most maps and simply don't have the mindset or skill to go against the chase killers strong enough to give them the challenge they supposedly want. But say you are a good team who runs into a good blight, what happens if that blight is running the strongest 4 perks with c33 and green speed? That skillful chase that so many are after doesn't really happen anymore even though the killer is more than capable of it. It takes a lot of factors to add up to a balanced game with a chase oriented killer who happens to not tunnel or camp and survivors who also want the chase more than anything but also want the escape.
It really comes down to mmr and how it doesn't factor in varying builds into the equation. I can run shadowborn only one game and the go alch-ring/green-speed the next with my mmr barely changing and it barely affecting my mmr after that win. Same thing with survivors. Too much variation just in the pre-game lobby. Then you get into game and it happens to be GoP with the most disgusting connected loop around the entire map or old shelter with 7 pallets and 2 short-walls.
Far too much variation for both sides in regards to perks, killers, map, add-ons, items, skill and the actual intentions and wants the players go into game thinking about.
I think you have a point here. Even if M1 killers can be looped, there comes a point where they can just Bloodlust you, which removes the ability to outplay them. And most of the time it's not like those killers can miss their attack (not referring to console players who can be spun).
Killers who are skill intensive, like Whesker, Huntress, Blight etc. can be fun to play against. Nurse too. But if the bring their broken add ons, their weaknesses pretty much disappear and effectively their counterplay.
I do think even old killers, should have more skill baked into their kits, if they received a rework that would be good for the game.
The other issue I see with killers who have skill involved is that you can still play them as M1 killers. Obviously I don't wanna go against Wesker who will walk me down to M1 because he's too scared to use his power and he can get away with that play. I'd prefer it if they had to rely a lot more on their power than their M1, because it's their M2 that can be outplayed after all. And it's definitely not the same for all skill levels. I usually notice this with people who just got into their character or they're average. I'm of the idea that they should not be reliably getting kills that way. Those killers can have of the highest highs, their skill floor should be a tiny bit higher imo.
I know people like to say Nurse is hardest, but I do find that she can be extremely forgiving. I'm of course not the best at chases, but I try. Even if I've run the Nurse for a long time, this mistake of her of chasing the same survivor for a long time, is erased because she can just blink to any other gen/survivor. For other killers this time wasted is a lot more punishing, but not for the Nurse.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438092#Comment_3438092
I understand this complaint, but even with it in its current state people don't realize how to play against him. The best way to play against Trapper/GF/Hag, and even a couple other Killers, is to have 1 person dedicated to harassing the power. If 1 person is always disarming traps, or revealing Ghostie, the Killer is largely powerless, and just an M1 machine. Ghostface has 0 anti-loop whatsoever, so that means just drop the pallet or vault the window, you are safe. He has a loud cloak sound on all skins other than the bugged P2W rift cosmetic (but that might be fixed, I refused to use it out of principle), so you can hear him whenever he is close enough to be a threat. To be fair, for deaf/HoH players I can completely understand disliking Ghostie, as there actually is no counterplay at that point. If he is close enough to hear the cloak flap, he is too close for a gen Surv to reach a pallet/window more often than not if relying on visuals only. The reveal mechanic is also very unintuitive, but not to the extreme of solving Pinhead's box without stray chains hitting you. When you actually understand how it works, it is quite consistent, but without practicing in a KYF, its hard to build the muscle memory on both ends.
Those are strategies that are reliable for SWF but unreliable for solo. I'd assume most people complaining about counters such as these, don't play SWF.
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@DoctorMadness said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438277#Comment_3438277
it works on decisive strike stun
The descriptions says it only works with Pallet stuns. And if it doesn't work when you flashlight save someone I would expect it don't work with DS either (unless you DS near a pallet and can drop it).
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@Spare_Them_Mori_Me said:
Dhope, Plaything, (Retribution/undying?)
Fourth? Pentimento!
Edit: Third seal would be sick also to protect totems even more.
Looks pretty good actually. Id drop Ret/undying and maybe lethal pursuer. Get the party started with immediate pressure.
Isn't undying with pentimento protecting devour like thrice? I'm not tlaking about the fringe situations where everything goes wrong for the totems. But it seems the average is, even if someone cleanses DHope first, undying moves it elsewhere. And then if they cleanse it a second time, Pentimento brings it back. Can pentimento bring back undying too, therefore Undying offering its effect once more?
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@Xernoton said:
That's not going to happen unless they introduce a new hex perk to tie it all together. Most hex builds are gimmicky and most hex perks are genuinely not good. They have some nice effects but the risk of a perk completely activating in the first 30 seconds of a match is too much for anything other than Devour Hope.
Especially now that more survivors have learned totem spawns thanks to boon totems it happens quite frequently that hexes get destroyed before they can provide any value. There's also the fact, that many hex perks are just weak and get outclassed by other perks even without the extra risk. Look at Third Seal for example. Blindness really isn't that big of a deal unless someone heavily relies on perks like Windows of Opportunity.
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@ShinobuSK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438234#Comment_3438234
Its funny you say it that way because top killers like blight with good add ons are the ones who tunnel the most
Blight and Nurse players don't play around. People acting like those killers are rare or don't run some of their strongest perks/add ons kinda betrays they don't play survivor. They also never give hatch or play nice.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438346#Comment_3438346
Distortion the appropriate response to aura reads. A personal response that removes your aura from the killer. You get tokens back by being near the killer. A good perk. Rm is a ridiculous middle finger to the killer that removes all auras including gens and hooks. Again it is utterly ridiculous that a survivor has that kind of power.
Gens are visible from a distance. Survivors find gens all the time without have to see their aura. 30 seconds is nothing, because you're probably in chase anyway and Residual Manifest runs out.
The situation of downing someone while the killer has Blindness and having to hook them is very small. Plus most killers can already guess where a hook might be due to experience. Boil over also doesn't show the aura of the nearest hook and killers hook just fine.
For killers running aura reading this is an ok-ish perk. Survivors should have something and this is the only thing that exists.
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@pigslittlepet said:
No it really doesn't. Survivors shouldn't have the ability to remove a killers aura reads completely. That perk is a stupid design and I encourage killers everywhere to tunnel and camp anyone they see using it.
It's not completely, it only lasts 30 seconds. And it should be in game, if you hate it just bring Lightborne. Even more aura reading for you.
The only counters to aura reading atm are Distortion and Boon: Shadow Step, while killers have a bunch of aura denying perks like Fearmonger,Knockout, Hex: The Third Seal, Septic Touch and a bunch of add-ons to cause blindness.
Residual is the only perk that denies the killer auras, it should be useful.
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You don't bring hexes alone, you usually bring them with Pentimento or Undying, to protect them. I've had some games recently where killers bring a whole hex build and it seems to work great against solos. You can't just expect to bring one hex and, you have to bring the whole thing. Pentimento is strong and some killers are catching up to it.
This is the future for gen slowdown, people just haven't caught on to it yet.
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Imagine complaining about Blastmine, Head on and Flashbang.
Maybe remove pallet stuns as well? It removes killer gameplay after all.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438258#Comment_3438258
True true but Haddie Kaur is the main character of dbd like that lore and character design is top tier. They really need to give her some more attention update the perks to better reflect her and give her more cosmetics people adore that character.
I thought she was actually one of the more unpopular characters.
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@kit_mason said:
blast mine into smash hit would be so funny, you're on the other side of the map and suddenly you get a speed boost, i'd for sure run it if it were like that
DS might also come back into meta with this change to Smash Hit.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438281#Comment_3438281
I do agree, it is an exhaustion perk after all and killers can easily deny pallet stuns
Not only that, but pallets are a finite source. Lithe gets infinite uses, same with Head on and SB and Overcome.
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@Mooks said:
It was always only pallets iirc.
If it worked with flashlight/flashbangs etc. it would be cool.
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@[Deleted User] said:
Haddies perks should have been so much cooler than what they were imo
To be honest, with how much aura reading killers are running, Residual Manifest is like the only perk that can counter it directly. It just needs to be a tiny bit stronger.
Overzealous got buffed a bit actually.
Inner focus is a bit too niche maybe.
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@Shroompy said:
bruh we seriously complaining about flashlights again?
They need the DH treatment. Giving them a cooldown was not enough. (I'm being sarcastic)
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437123#Comment_3437123
This is from 1 person, in the same topic.
Killers when they play survivor: "I may not be winning but I don't care about winning anyway, I just want to relax."
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/376748/about-3-gen
Hey, half a year ago, 1 survivors who were poorly coordinated and down quickly could not fix the generator
So survivors will complain about gen 3 even when it is absolutely not a problem and a consequence of their actions
and we will also forget about the potential energy which solo counters any 3 gene killers (progression with potential energy is 3x faster than killer's regression)
Most of the complaints about gen 3 are just bad survivors or survivors who want to win without using their brains.
Your bias is showing. Next time pretend to be objective at least.
Solo survivor cannot co-ordinate because they don't have the means to do so. If 3-gen is ok for you, I expect you to start advocating for more ways for solo survivors to communicate. That's the only way they can co-ordinate.
Were you also one of those people saying you can guess when Eruption will trigger just from aura reading?🙄
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Me earlier vs a Wraith: hooks me first, then he's in chase with someone else. As soon as I am unhooked he comes back and stops chasing the other guy. He does it again later, he was chasing Bill as soon as I got unhooked again he came back and didn't bother with Bill.
Everyone did gens and got out.
This guy just lost the game over chasing me, but I'm sure he thought it was necessary to win.
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Wasn't holding the game hostage via 3 gens only during a certain time? I'm not sure it still happens because the perks don't allow for such a playstyle and killers who had a strong 3-gen, have been changed so their playstyle isn't only that strategy. I don't think I see people claim this still happens, more that it happened at a certain point in time.
It would be more appropriate to address if killers can still and do defend 3-gens from the start and whittling survivors and whether that strategy can be countered by survivors or not (not counting SWF).
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@SleepyLunatic said:
BHVR is not developing a silent hill game.
silent Hill was made by Konami, not BHVR.
Its true that Silent Hill games are in developement tho but i wouldnt get much hopes that BVHR is getting another licence.
Aren't they developing Silent Hill: Ascension?
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Camping definitely happens everytime I see Leatherface. I was really surprised seeing this stereotype come to life.
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@TheArbiter said:
120 matches per day * 10 minutes (accounting for lobby and loading time) = 1200/60 = 20 hours per day.
Yeah im gonna call BS
Maybe he's one of those survivors who DC if the game is not going their way. That's the only way 120 matches per day make sense.
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/J8GQ953WNPWM/image.png
I haven't come across a killer that wanted to farm in a long time or was AFK.
You come across 1 or 2 a month if that and blowing out of proportion 100-120😂🤣🤣
To be honest if survivors being Party Streamers some killers just farm.
But AFK killers I haven't got in a while. I remember when I first started to play I'd get a lot of them. Idk if BHVR fixed it or I simply moved up in MMR.
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@jesterkind said:
I don't know, I've had pretty reasonable success by just targeting and prioritising those generators myself.
Granted, I've not gone against a killer who went out of their way to defend a 3-gen from the start, but Deja Vu isn't for that kind of 3-gen scenario anyways.
Even when I don't bring the perk I try to start from the middle. I think that helps against 3-genning because it can ensure that the last 3 gens are on the edges of the map usually of opposite ends. But I feel I've had killers who won't allow me to do a central gen and somehow they are always around there. (maybe it's just my teammates trying to run them in the main building? As many main buildings are close to central gens anyway)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434824#Comment_3434824
And hearin lies the problem.
This game is balanced around survivors being scared to do gens. Around hiding from the killer, and wanting to sneak around. Around looping not existing, and pallets being a "last resort" to get away. Around survivors wanting to look in chests for items. Around survivors doing totems because skulls are scary. Around survivors wanting to group up because they feel safer together. Its balanced around survivors roleplaying survivors. But once that roleplay is removed and survivors realize that:
- Looping is actually very effective
- Hiding is not effective and is a waste of time
- Searching a chest will not get you an item that is worth the time actually looking for the item
- Doing totems is pointless if the killer doesn't have a Hex, and actually might hurt your team.
- Who cares if the killer is near you, just do the gen, if you see them coming, run to a loop. Hell do the gen in their face because it is almost done.
Imagine if survivors simply had to search every chest, and do every totem to escape along with gens. Suddenly you add a full 2-3 minutes of game time, and that's assuming they know where every single one of them is. Imagine if survivors HAD to group up on a gen to do it, so now when you get pressured the killer pressures 2 of you at once.
This is why "low level/low skill" players think the game is so unbalanced. Because they already are bad at the game, so they go down super quick, and these things add so much time.
Why is killer at low level not losing often then? He is also a bad player.
What you are describing is not the game in its current state, if your argument is "killer is the power role" for all your arguments, I don't think I can change your mind.
The game at the moment is not a stealth game, it's morphed into something else. There anti-loop killers now, so your points don't stand to scrutiny. Killers getting PTSD over how broken things were back in the day is no excuse to not acknowledge that things have been a lot better for killers recently.
Just forget how this game was first conceived of, it's no longer that game, it has evolved. Idk if you were around back then or just being nostalgic of how things used to be even if you were not around.
There is a game that will come out with what you are looking for, it's Texas Chainsaw Massacre, maybe that can give you all you're looking for in DBD.